CatStation/Content.Server/Chemistry/EntitySystems/SolutionInjectOnEventSystem.cs
Prole 502af6955d
Predict Forensics V2.0 (Ready for Review) (#40693)
* What sitting on code does to a branch + no mo owner v2

* Replacing ViewVariables with AutoNetworkedField + Missed One V2

* Removing Virtual Methods & Renaming ForensicsSystem to SharedForensicsSystem (Also made it abstract) V2

* IProduceWidgets Review Changes & some of my own V2

* Lil Cleanup V2

* Part 1 of Review Changes (Only thing left is the BUI stuff and the constructor) V2

* It now WORKS!!! (Still needs the BUI and constuctor changes, ill figure it out later)

* Test (Removal of ServerSide VomitSystem.cs)

* Ok...

* Moved System BloodstreamSystem.cs to SharedBloodstreamSystem.cs & deleted client BloodStreamSystem.cs to make SharedBloodstreamSystem.cs sealed. (No Unregistered errors)

* Prediction

* Fix?

* No mo log error?

* Revert "No mo log error?"

This reverts commit 50c15a3deab6af9dffd7baed45820bae5558e41f.

* Constructor going up

* No ForensicScannerBoundUserInterface.cs (It doesnt wanna scan anymore but it doesnt crash)

* For Conflicts

* Guh

* Yea

* Organization & no ErrorHell (maybe)

* Dirtying

* Dirtying take 2

* Revert "Dirtying take 2"

This reverts commit 5735012e21f43808db3ae010fce268eac24d0583.

* the dirties dont do much here

* For Conflict

* Readded

* Another Conflict Commit Fix

* Conflict Fix Thrice

* Empty Space

* Keep it simple

* Add it back in

* Move BloodstreamSystem stuff thats causing the error back to system. This'll prob fix the conflict

* Conflict fix?

* Trust the fix

* Looked at other prediction PR's, they had better code.

* To not mix up the system in client

* Removing Conflict

* For conflict

* For the conflic fix, will be removed later

* Scuffed Fix

* Removal & Adding the Decouple

* Took some HEAVY pointers from SirWarocks work. The Roadblock has been CLEARED, DOAFTERS WORK NOW!!

* Cleanup & Optimizing, mostly comps.

* More Optimization, most of this is just imported Warock Code, his QOL included. Did not want to remove SolutionDNA's tho, mostly due to a Log.Debug in OnPrint.

* Forgot that the Print Refreshes, more of Warocks work.

* Removing Loc.GetString

* All of BloodStream to Shared, hopefully no errors.

* Sketchy Dirty Removed

* Removed Timer.Spawn, added FrameUpdate cause anything else only updated when the window opened, & a bit of cleanup.

* No mo Mispredict

* GenerateDnaEvent Predicted

* Forgot the user

* I knew it was real, bloodstutter is REAL and now GONE.

* Cant dirty NewEntityBloodData due to potential stutter, so its safer to put it all back into server. again...

* Clearer

* Thank you leahcat, no more identity leak.

* Routine Maintenance

* sealing the class

* it checks for this now?!

* While im here, FileScope Namespaces & removing unused namespaces

* Update Attribute Type (SirWarock Import), it works and is much easier to read.

* Forever Fixing Conflicts

* Readonly Genocide & Partial Maxing

* LGTM, BloodstreamSystem moved to SharedBloodstreamSystem!

* Sohn

* If OG Github back push this commit

* One Billionth Commit Fix

* Removed client/server stuff

* Made implicit

* NewLine & comment on why AutoGenCompState is true

* Updatin the rest of the Popups to use Entity

* I think that's what they meant? It looks cleaner at least.

* Mass Attribute for LocalEvents that are safe to change.

* Putting it back as abstract

* maybe?

* Guhh, rolling back empty client/server of BloodStream

* Removed Client/Server BloodstreamSystems, changed access modifier from protected to private, & renamed SharedBloodstreamSystem to BloodstreamSystem

* From Protected to Private

* Removed comment & made it explicit on what changed to true

* Guh, hopefully thats all of it...

* Forgot

* Review

* Test Push

* Line 316 in SharedForensicsSystem was causing the errors, better to play it safe

* Review Changes

* Update Content.Shared/Forensics/Events.cs

Co-authored-by: Whatstone <166147148+whatston3@users.noreply.github.com>

* The only thing SolutionDNAs does is search and clears itself. I see no reason to keep it

* The print.disabled didnt properly disable when cleared. So ill just use the old if check

* Figured out the rest of the SubscribeLocalEvents and networking BloodData cause its fully in Shared

---------

Co-authored-by: Whatstone <166147148+whatston3@users.noreply.github.com>
2026-08-08 22:48:36 +00:00

166 lines
7.2 KiB
C#

using Content.Server.Body.Systems;
using Content.Server.Chemistry.Components;
using Content.Shared.Chemistry.EntitySystems;
using Content.Shared.Body.Components;
using Content.Shared.Body.Systems;
using Content.Shared.Chemistry.Events;
using Content.Shared.Inventory;
using Content.Shared.Popups;
using Content.Shared.Projectiles;
using Content.Shared.Tag;
using Content.Shared.Weapons.Melee.Events;
using Robust.Shared.Collections;
using Robust.Shared.Prototypes;
using Content.Shared.IdentityManagement;
namespace Content.Server.Chemistry.EntitySystems;
/// <summary>
/// System for handling the different inheritors of <see cref="BaseSolutionInjectOnEventComponent"/>.
/// Subscribes to relevent events and performs solution injections when they are raised.
/// </summary>
public sealed partial class SolutionInjectOnCollideSystem : EntitySystem
{
[Dependency] private BloodstreamSystem _bloodstream = default!;
[Dependency] private InventorySystem _inventory = default!;
[Dependency] private SharedPopupSystem _popup = default!;
[Dependency] private SharedSolutionContainerSystem _solutionContainer = default!;
[Dependency] private TagSystem _tag = default!;
private static readonly ProtoId<TagPrototype> HardsuitTag = "Hardsuit";
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<SolutionInjectOnProjectileHitComponent, ProjectileHitEvent>(HandleProjectileHit);
SubscribeLocalEvent<SolutionInjectOnEmbedComponent, EmbedEvent>(HandleEmbed);
SubscribeLocalEvent<MeleeChemicalInjectorComponent, MeleeHitEvent>(HandleMeleeHit);
SubscribeLocalEvent<SolutionInjectWhileEmbeddedComponent, InjectOverTimeEvent>(OnInjectOverTime);
}
private void HandleProjectileHit(Entity<SolutionInjectOnProjectileHitComponent> entity, ref ProjectileHitEvent args)
{
DoInjection((entity.Owner, entity.Comp), args.Target, args.Shooter);
}
private void HandleEmbed(Entity<SolutionInjectOnEmbedComponent> entity, ref EmbedEvent args)
{
DoInjection((entity.Owner, entity.Comp), args.Embedded, args.Shooter);
}
private void HandleMeleeHit(Entity<MeleeChemicalInjectorComponent> entity, ref MeleeHitEvent args)
{
// MeleeHitEvent is weird, so we have to filter to make sure we actually
// hit something and aren't just examining the weapon.
if (args.IsHit)
TryInjectTargets((entity.Owner, entity.Comp), args.HitEntities, args.User);
}
private void OnInjectOverTime(Entity<SolutionInjectWhileEmbeddedComponent> entity, ref InjectOverTimeEvent args)
{
DoInjection((entity.Owner, entity.Comp), args.EmbeddedIntoUid);
}
private void DoInjection(Entity<BaseSolutionInjectOnEventComponent> injectorEntity, EntityUid target, EntityUid? source = null)
{
TryInjectTargets(injectorEntity, [target], source);
}
/// <summary>
/// Filters <paramref name="targets"/> for valid targets and tries to inject a portion of <see cref="BaseSolutionInjectOnEventComponent.Solution"/> into
/// each valid target's bloodstream.
/// </summary>
/// <remarks>
/// Targets are invalid if any of the following are true:
/// <list type="bullet">
/// <item>The target does not have a bloodstream.</item>
/// <item><see cref="BaseSolutionInjectOnEventComponent.PierceArmor"/> is false and the target is wearing a hardsuit.</item>
/// <item><see cref="BaseSolutionInjectOnEventComponent.BlockSlots"/> is not NONE and the target has an item equipped in any of the specified slots.</item>
/// </list>
/// </remarks>
/// <returns>true if at least one target was successfully injected, otherwise false</returns>
private bool TryInjectTargets(Entity<BaseSolutionInjectOnEventComponent> injector, IReadOnlyList<EntityUid> targets, EntityUid? user = null)
{
// Make sure we have at least one target
if (targets.Count == 0)
return false;
// Get the solution to inject
if (!_solutionContainer.TryGetSolution(injector.Owner, injector.Comp.Solution, out var injectorSolution))
return false;
// Build a list of bloodstreams to inject into
var targetBloodstreams = new ValueList<Entity<BloodstreamComponent>>();
foreach (var target in targets)
{
if (Deleted(target))
continue;
// Yuck, this is way to hardcodey for my tastes
// TODO blocking injection with a hardsuit should probably done with a cancellable event or something
if (!injector.Comp.PierceArmor && _inventory.TryGetSlotEntity(target, "outerClothing", out var suit) && _tag.HasTag(suit.Value, HardsuitTag))
{
// Only show popup to attacker
_popup.PopupEntity(
Loc.GetString(
injector.Comp.BlockedByHardsuitPopupMessage,
("weapon", injector.Owner),
("target", Identity.Entity(target, EntityManager))),
target,
user,
PopupType.SmallCaution);
continue;
}
// Check if the target has anything equipped in a slot that would block injection
if (injector.Comp.BlockSlots != SlotFlags.NONE)
{
var blocked = false;
var containerEnumerator = _inventory.GetSlotEnumerator(target, injector.Comp.BlockSlots);
while (containerEnumerator.MoveNext(out var container))
{
if (container.ContainedEntity != null)
{
blocked = true;
break;
}
}
if (blocked)
continue;
}
// Make sure the target has a bloodstream
if (!TryComp<BloodstreamComponent>(target, out var bloodstream))
continue;
// Checks passed; add this target's bloodstream to the list
targetBloodstreams.Add((target, bloodstream));
}
// Make sure we got at least one bloodstream
if (targetBloodstreams.Count == 0)
return false;
// Extract total needed solution from the injector
var removedSolution = _solutionContainer.SplitSolution(injectorSolution.Value, injector.Comp.TransferAmount * targetBloodstreams.Count);
// Adjust solution amount based on transfer efficiency
var solutionToInject = removedSolution.SplitSolution(removedSolution.Volume * injector.Comp.TransferEfficiency);
// Calculate how much of the adjusted solution each target will get
var volumePerBloodstream = solutionToInject.Volume * (1f / targetBloodstreams.Count);
var anySuccess = false;
foreach (var targetBloodstream in targetBloodstreams)
{
// Take our portion of the adjusted solution for this target
var individualInjection = solutionToInject.SplitSolution(volumePerBloodstream);
// Inject our portion into the target's bloodstream
if (_bloodstream.TryAddToBloodstream(targetBloodstream.AsNullable(), individualInjection))
anySuccess = true;
}
// Huzzah!
return anySuccess;
}
}